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- -->Made By XDavodioX<--
- --=(Category = Fun, Fair(Kinda), Action, Quick)=--
- --:Killer Queen:--
- --//Unknown\\--
- script:WaitForChild("Stand")
- script:WaitForChild("MoveList")
- script:WaitForChild("SheerHeartAttack")
- script:WaitForChild("TouchIndexer")
- script:WaitForChild("FeModule")
- local OriginalStand = script["Stand"]:Clone()
- local OriginalSHA = script["SheerHeartAttack"]:Clone()
- local OriginalTouchScript = script["TouchIndexer"]:Clone()
- wait(0.25)
- script["Stand"]:Destroy()
- script["SheerHeartAttack"]:Destroy()
- require(script.FeModule)()
- local StandName = "Killer Queen"
- local ModelCreator = "jojoFMer"
- local Player = game:GetService("Players").LocalPlayer
- local Mouse = Player:GetMouse()
- local Character = Player.Character
- local Root = Character.HumanoidRootPart
- local LArm = Character:FindFirstChild("Left Arm") or Character:FindFirstChild("LeftUpperArm")
- local LLeg = Character:FindFirstChild("Left Leg") or Character:FindFirstChild("LeftUpperLeg")
- local RArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightUpperArm")
- local RLeg = Character:FindFirstChild("Right Leg") or Character:FindFirstChild("RightUpperLeg")
- local Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
- local Head = Character.Head
- local Hum = Character:FindFirstChildOfClass("Humanoid")
- local RJ = Root:FindFirstChild("RootJoint") or Torso:FindFirstChild("Waist")
- local LAJ = Torso:FindFirstChild("Left Shoulder") or LArm:FindFirstChild("LeftShoulder")
- local LLJ = Torso:FindFirstChild("Left Hip") or LLeg:FindFirstChild("LeftHip")
- local RAJ = Torso:FindFirstChild("Right Shoulder") or RArm:FindFirstChild("RightShoulder")
- local RLJ = Torso:FindFirstChild("Right Hip") or RLeg:FindFirstChild("RightHip")
- local Neck = Torso:FindFirstChild("Neck") or Head:FindFirstChild("Neck")
- script.Name = Player.Name.."'s "..StandName
- local MoveList = script["MoveList"]
- MoveList.Parent = Player:FindFirstChildOfClass("PlayerGui")
- MoveList.Enabled = true
- warn("Huge Credit to "..ModelCreator.." for the "..StandName.." Model! \nGo check them out!")
- local AttackSpeed = 1
- local Sine = 0
- local CurrentStand = nil
- local Move = false
- local BarrageDown = false
- local Anim = "Idle"
- local StrongPunching = false
- local NormalPunch = false
- local PunchAfterBarrage = false
- local ExplodeTarget = nil
- local CurrentTouchConnection = nil
- local TouchedPart = nil
- local StandUsers = {
- Player
- }
- local AnimDefaults = {
- ["head"] = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- ["head1"] = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- ["tors"] = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- ["tors0"] = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0),
- ["rarm"] = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- ["rarm1"] = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- ["larm"] = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- ["larm1"] = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- ["rleg"] = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- ["rleg1"] = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0),
- ["lleg"] = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- ["lleg1"] = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0),
- }
- Hum.WalkSpeed = 22
- Hum.MaxHealth = 375
- Hum.Health = Hum.MaxHealth
- function CreateSound(ID, Parent, Volume, Pitch, TimePos, Loop, StayForever, CustomName)
- local New = nil
- coroutine.resume(coroutine.create(function()
- New = Instance.new("Sound")
- New.Name = CustomName
- New.Parent = Parent
- New.Volume = Volume
- New.SoundId = "rbxassetid://"..ID
- New.Pitch = Pitch
- New.TimePosition = TimePos
- New.Looped = Loop
- if StayForever == false then
- New.Ended:Connect(function()
- New:Destroy()
- end)
- end
- New:Play()
- end))
- return New
- end
- function CreateClientSound(ID, Parent, Volume, TimePosition, Pitch, DebrisTime)
- local NEWCLIENTSOUND = nil
- local NEWCLIENTSOUNDDATA = nil
- coroutine.resume(coroutine.create(function()
- NEWCLIENTSOUNDDATA = script["ClientSound"]
- local pt = NEWCLIENTSOUNDDATA:WaitForChild("SoundParent")
- local si = NEWCLIENTSOUNDDATA:WaitForChild("SoundID")
- local vo = NEWCLIENTSOUNDDATA:WaitForChild("SoundVolume")
- local pi = NEWCLIENTSOUNDDATA:WaitForChild("SoundPitch")
- local dt = NEWCLIENTSOUNDDATA:WaitForChild("DestroyTime")
- local tpo = NEWCLIENTSOUNDDATA:WaitForChild("TimePos")
- pt.Value = Parent
- si.Value = tonumber(ID)
- vo.Value = tonumber(Volume)
- pi.Value = tonumber(Pitch)
- dt.Value = tonumber(DebrisTime)
- tpo.Value = tonumber(TimePosition)
- NEWCLIENTSOUND = script["ClientSound"]:Clone()
- NEWCLIENTSOUND.Parent = Player:FindFirstChildOfClass("PlayerGui")
- NEWCLIENTSOUND.Disabled = false
- end))
- end
- function Glue(a, b)
- local weldd = Instance.new("ManualWeld")
- weldd.Part0 = a
- weldd.Part1 = b
- weldd.C0 = CFrame.new()
- weldd.C1 = b.CFrame:inverse() * a.CFrame
- weldd.Parent = a
- return weldd
- end
- function CheckTable(Table, Value, ValueIndex, Return)
- for Index,Val in pairs(Table) do
- if Val == Value then
- if Return == "Index" then
- return Index
- else
- if ValueIndex == 0 or ValueIndex == nil then
- return Val
- else
- return Val[ValueIndex]
- end
- end
- end
- end
- return nil
- end
- function CheckTableWithValueIndex(Table, Value, ValueIndex, Return)
- for Index,Val in pairs(Table) do
- if Val[ValueIndex] == Value then
- if Return == "Index" then
- return Index
- else
- return Val[ValueIndex]
- end
- end
- end
- return nil
- end
- function IsAHumanoid(Part)
- if Part:FindFirstAncestorWhichIsA("Model") then
- if Part:FindFirstAncestorWhichIsA("Model").Name == "Stand" then
- if Part:FindFirstAncestorWhichIsA("Model"):FindFirstAncestorWhichIsA("Model"):FindFirstChildOfClass("Humanoid") then
- return Part:FindFirstAncestorWhichIsA("Model"):FindFirstAncestorWhichIsA("Model")
- else
- return nil
- end
- end
- if Part:FindFirstAncestorWhichIsA("Model"):FindFirstChildOfClass("Humanoid") then
- return Part:FindFirstAncestorWhichIsA("Model")
- else
- return nil
- end
- else
- return nil
- end
- end
- function IsAStand(Part)
- if Part:FindFirstAncestorWhichIsA("Model") then
- if Part:FindFirstAncestorWhichIsA("Model"):FindFirstChild("IsAStand") then
- if Part:FindFirstAncestorWhichIsA("Model").IsAStand.Value == true then
- return Part:FindFirstAncestorWhichIsA("Model")
- else
- return nil
- end
- else
- return nil
- end
- else
- return nil
- end
- end
- function Lock(Character)
- for Index,Child in next, Character:GetChildren() do
- if Child:IsA("BasePart") then
- Child.Anchored = true
- end
- end
- end
- function Unlock(Character)
- for Index,Child in next, Character:GetChildren() do
- if Child:IsA("BasePart") then
- Child.Anchored = false
- end
- end
- end
- function CreateEffect(Parent, EffectType, EffectColor)
- if EffectType == "Ball" then
- local Ball = Instance.new("Part")
- Ball.Shape = Enum.PartType.Ball
- Ball.Name = StandName.."'s Effect"
- Ball.Color = EffectColor
- Ball.Material = Enum.Material.Neon
- Ball.Anchored = true
- Ball.CanCollide = false
- Ball.Transparency = 0
- Ball.Parent = Parent
- Ball.Size = Vector3.new(0.1,0.1,0.1)
- Ball.CFrame = Parent.CFrame * CFrame.new(math.random(-7,7)/10,math.random(-7,7)/10,math.random(-7,7)/10)
- coroutine.resume(coroutine.create(function()
- for i = 1, 50 do
- game:GetService("RunService").RenderStepped:Wait()
- Ball.Size = Ball.Size + Vector3.new(0.05,0.05,0.05)
- Ball.Transparency = Ball.Transparency + 0.02
- end
- Ball:Destroy()
- end))
- elseif EffectType == "Slice" then
- coroutine.resume(coroutine.create(function()
- for i = 1, 2 do
- local ZC = Instance.new("Part")
- ZC.Parent = Parent
- ZC.Size = Vector3.new(1,1,1)
- ZC.CanCollide = false
- ZC.Anchored = true
- ZC.Name = StandName.."'s Effect"
- ZC.CFrame = Parent.CFrame * CFrame.new(0,0,0) * CFrame.Angles(math.random(-4,4),math.random(-4,4),math.random(-4,4))
- ZC.Shape = Enum.PartType.Ball
- ZC.Material = Enum.Material.Neon
- ZC.Color = EffectColor
- local ZC2 = Instance.new("SpecialMesh",ZC)
- ZC2.MeshType = Enum.MeshType.Sphere
- ZC2.Scale = Vector3.new(2,0.7,0.3)
- coroutine.resume(coroutine.create(function()
- for i = 1,35 do
- game:GetService("RunService").RenderStepped:Wait()
- ZC2.Scale = ZC2.Scale + Vector3.new(0,0,0.4)
- ZC.Transparency = ZC.Transparency + 0.03
- end
- ZC:Destroy()
- end))
- end
- end))
- elseif EffectType == "BarrageArm" then
- local FadeArm = Parent:Clone()
- FadeArm.Anchored = true
- FadeArm.Color = EffectColor
- FadeArm.CFrame = FadeArm.CFrame * CFrame.new(math.random(-1,1), 0, math.random(-1.5,1.5))
- FadeArm.Name = StandName.."'s Barrage Arm"
- FadeArm:ClearAllChildren()
- FadeArm.Parent = CurrentStand
- coroutine.resume(coroutine.create(function()
- for i = 1,27 do
- game:GetService("RunService").RenderStepped:Wait()
- FadeArm.Transparency = FadeArm.Transparency + 0.06
- end
- FadeArm:Destroy()
- end))
- elseif EffectType == "PunchWave" then
- local WavePart = Instance.new("Part")
- WavePart.Anchored = true
- WavePart.CanCollide = false
- WavePart.Transparency = 0
- WavePart.Size = Vector3.new(0.5,0.5,0.5)
- WavePart.CFrame = Parent.CFrame * CFrame.new(math.random(-1,1), 0, math.random(-1.5,1.5))
- WavePart.Orientation = Vector3.new(90, CurrentStand.StandTorso.Orientation.Y, CurrentStand.StandTorso.Orientation.Z)
- WavePart.Name = StandName.."'s Wave Effect"
- WavePart.Parent = Parent
- WavePart.Color = EffectColor
- local Wave = Instance.new("SpecialMesh")
- Wave.Parent = WavePart
- Wave.MeshId = "rbxassetid://989468093"
- Wave.Scale = Vector3.new(0.35,0.05,0.35)
- coroutine.resume(coroutine.create(function()
- for i = 1,15 do
- game:GetService("RunService").RenderStepped:Wait()
- Wave.Scale = Wave.Scale + Vector3.new(0.25, 0, 0.25)
- end
- for i = 1,20 do
- game:GetService("RunService").RenderStepped:Wait()
- Wave.Scale = Wave.Scale + Vector3.new(0.17, 0, 0.17)
- WavePart.Transparency = WavePart.Transparency + 0.05
- end
- WavePart:Destroy()
- end))
- elseif EffectType == "Heal" then
- for i = 1, 2 do
- local Ball = Instance.new("Part")
- Ball.Shape = Enum.PartType.Ball
- Ball.Name = StandName.."'s Effect"
- Ball.Color = EffectColor
- Ball.Material = Enum.Material.ForceField
- Ball.Anchored = true
- Ball.CanCollide = false
- Ball.Transparency = 0
- Ball.Parent = Parent
- Ball.Size = Vector3.new(0.3,0.3,0.3)
- Ball.CFrame = Parent.CFrame
- coroutine.resume(coroutine.create(function()
- for i = 1, 68 do
- game:GetService("RunService").RenderStepped:Wait()
- Ball.Size = Ball.Size + Vector3.new(0.09,0.09,0.09)
- Ball.Transparency = Ball.Transparency + 0.017
- end
- Ball:Destroy()
- end))
- wait(0.17)
- end
- end
- end
- function HitEffect(OriginalHit, Character, RootFrame, HitType)
- local Humanoid = Character:FindFirstChildOfClass("Humanoid")
- local HitTorso = Humanoid.Parent:FindFirstChild("Torso") or Humanoid.Parent:FindFirstChild("UpperTorso")
- CreateEffect(OriginalHit, "PunchWave", Color3.fromRGB(255, 255, 255))
- if HitType == "Barrage" then
- Humanoid.WalkSpeed = 3.5
- coroutine.resume(coroutine.create(function()
- wait(1.5)
- Humanoid.WalkSpeed = 16
- end))
- if Humanoid.Health < 12 and Humanoid.Health > 0 then
- Humanoid.Health = Humanoid.Health + 7.5
- PunchAfterBarrage = true
- Lock(Humanoid.Parent)
- end
- elseif HitType == "Strong" then
- Unlock(Humanoid.Parent)
- local Velo = Instance.new("BodyVelocity")
- Velo.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- Velo.P = 3000
- Velo.Velocity = RootFrame * CFrame.new(0,0,-195).p
- Velo.Parent = HitTorso
- coroutine.resume(coroutine.create(function()
- wait(0.1275)
- Velo:Destroy()
- end))
- elseif HitType == "Punch" then
- local Velo = Instance.new("BodyVelocity")
- Velo.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- Velo.P = 2500
- Velo.Velocity = RootFrame * CFrame.new(0,0,-65).p
- Velo.Parent = HitTorso
- coroutine.resume(coroutine.create(function()
- wait(0.11)
- Velo:Destroy()
- end))
- end
- end
- function CreatePopUpGui(Parent, AnimationType, Text, TextColor)
- if AnimationType == "FadeOut" then
- local txt = Instance.new("BillboardGui")
- txt.Parent = Parent
- txt.Adornee = Parent
- txt.Name = StandName.."'s PopUp"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(math.random(-5,-1) , math.random(0,2), math.random(-2,2))
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(4, 0, 1.25, 0)
- text.TextScaled = true
- text.FontSize = Enum.FontSize.Size24
- text.TextSize = 26
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextStrokeTransparency = 1
- text.Font = Enum.Font.Fantasy
- text.Text = Text
- text.TextColor3 = TextColor
- coroutine.resume(coroutine.create(function()
- for i = 1,22 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset + Vector3.new(0, 0.05, 0)
- end
- for i = 1,20 do
- game:GetService("RunService").RenderStepped:Wait()
- text.TextTransparency = text.TextTransparency + 0.05
- txt.StudsOffset = txt.StudsOffset - Vector3.new(0, 0.015, 0)
- end
- txt:Destroy()
- end))
- elseif AnimationType == "Jump" then
- local JumpDirection = math.random(1,2)
- local txt = Instance.new("BillboardGui")
- txt.Parent = Parent
- txt.Adornee = Parent
- txt.Name = StandName.."'s PopUp"
- txt.Size = UDim2.new(2, 0, 1.2, 0)
- txt.StudsOffset = Vector3.new(math.random(-5,-1) , math.random(3,5), math.random(-2,2))
- local text = Instance.new("TextLabel", txt)
- text.Size = UDim2.new(4, 0, 1.25, 0)
- text.TextScaled = true
- text.FontSize = Enum.FontSize.Size24
- text.TextSize = 26
- text.TextTransparency = 0
- text.BackgroundTransparency = 1
- text.TextStrokeTransparency = 1
- text.Font = Enum.Font.Fantasy
- text.Text = Text
- text.TextColor3 = TextColor
- if JumpDirection == 1 then
- coroutine.resume(coroutine.create(function()
- for i = 1,15 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset + Vector3.new(0, 0.12, 0)
- end
- for i = 1,3 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset - Vector3.new(0.009, -0.015, 0)
- text.Rotation = text.Rotation - 1.15
- end
- for i = 1,7 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset - Vector3.new(0.045, 0.085, 0)
- text.TextTransparency = text.TextTransparency + 0.01
- text.Rotation = text.Rotation - 1.3
- end
- for i = 1,35 do
- game:GetService("RunService").RenderStepped:Wait()
- text.TextTransparency = text.TextTransparency + 0.05
- txt.StudsOffset = txt.StudsOffset - Vector3.new(0.055, 0.19, 0)
- text.Rotation = text.Rotation - 1.75
- end
- txt:Destroy()
- end))
- else
- coroutine.resume(coroutine.create(function()
- for i = 1,15 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset + Vector3.new(0, 0.12, 0)
- end
- for i = 1,3 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset - Vector3.new(-0.009, -0.015, 0)
- text.Rotation = text.Rotation + 1.15
- end
- for i = 1,7 do
- game:GetService("RunService").RenderStepped:Wait()
- txt.StudsOffset = txt.StudsOffset - Vector3.new(-0.045, 0.085, 0)
- text.TextTransparency = text.TextTransparency + 0.01
- text.Rotation = text.Rotation + 1.3
- end
- for i = 1,35 do
- game:GetService("RunService").RenderStepped:Wait()
- text.TextTransparency = text.TextTransparency + 0.04
- txt.StudsOffset = txt.StudsOffset - Vector3.new(-0.055, 0.19, 0)
- text.Rotation = text.Rotation + 1.75
- end
- txt:Destroy()
- end))
- end
- end
- end
- function CreateHitBox(Cframe, Damage, Size, DebrisTime, Overwrite, Effect, HitSound, HitType, EffectColor)
- if Overwrite == true then
- if CurrentStand:FindFirstChild(StandName.."'s Hit Box") then
- CurrentStand[StandName.."'s Hit Box"]:Destroy()
- end
- end
- local HB = Instance.new("Part")
- HB.Orientation = Vector3.new(0, 90, 0)
- HB.Name = StandName.."'s Hit Box"
- HB.CanCollide = false
- HB.Massless = true
- HB.Size = Size
- HB.CFrame = Cframe
- HB.BrickColor = BrickColor.new("Really red")
- HB.Transparency = 1
- HB.Parent = CurrentStand
- local AnchoredV1 = Instance.new("BodyVelocity")
- AnchoredV1.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- AnchoredV1.Parent = HB
- AnchoredV1.P = 3e9
- AnchoredV1.Velocity = Vector3.new(Cframe)
- local AnchoredV2 = Instance.new("BodyPosition")
- AnchoredV2.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- AnchoredV2.Parent = HB
- AnchoredV2.Position = Vector3.new(Cframe)
- AnchoredV2.P = 3e9
- AnchoredV2.D = 3e9
- HB.Touched:Connect(function(Toucher)
- if IsAHumanoid(Toucher) and IsAHumanoid(Toucher) ~= Character and IsAHumanoid(Toucher):FindFirstChildOfClass("Humanoid").Health > 0 and IsAHumanoid(Toucher):FindFirstChild("JustGotHitten") == nil then
- game:GetService("Debris"):AddItem(HB, 0.05)
- local Humanoid = IsAHumanoid(Toucher):FindFirstChildOfClass("Humanoid")
- local HitTorso = Humanoid.Parent:FindFirstChild("Torso") or Humanoid.Parent:FindFirstChild("UpperTorso")
- local Val = Instance.new("BoolValue")
- Val.Name = "JustGotHitten"
- Val.Value = true
- Val.Parent = Humanoid.Parent
- game:GetService("Debris"):AddItem(Val, 0.05)
- if HitType ~= "Strong" then
- if Humanoid.Parent:FindFirstChild("CanDodge") then
- if Humanoid.Parent.CanDodge.Value == true then
- if Humanoid.Parent:FindFirstChild("GotHitButNot") then
- Humanoid.Parent.GotHitButNot:Destroy()
- end
- local Val = Instance.new("StringValue")
- Val.Name = "GotHitButNot"
- Val.Parent = Humanoid.Parent
- Val.Value = "Missed Hit"
- game:GetService("Debris"):AddItem(Val, 0.2)
- CreatePopUpGui(Toucher, "FadeOut", "Miss", Color3.fromRGB(199, 199, 199))
- return
- end
- end
- if Humanoid.Parent:FindFirstChild("ReturnStandDamage") then
- local Val = Instance.new("StringValue")
- Val.Name = "RTZActive"
- Val.Parent = Hum.Parent
- Val.Value = "Missed Hit"
- game:GetService("Debris"):AddItem(Val, 0.2)
- if Humanoid.Parent.ReturnStandDamage.Value == true then
- if Hum.MaxHealth > 10000 then
- Hum.Parent:BreakJoints()
- end
- coroutine.resume(coroutine.create(function()
- CreateEffect(Root, Effect, EffectColor)
- end))
- CreateSound(HitSound, Root, 3, math.random(95,113)/100, 0, false, false, "Hit SFX")
- if HitType == "Strong" then
- Hum.BreakJointsOnDeath = false
- end
- if Damage == "Instant Kill" then
- Hum.Parent:BreakJoints()
- CreatePopUpGui(Root, "Jump", tostring(Humanoid.MaxHealth), Color3.fromRGB(188, 0, 0))
- else
- Hum:TakeDamage(Damage)
- CreatePopUpGui(Root, "Jump", tostring(Damage), Color3.fromRGB(188, 0, 0))
- end
- HitEffect(Root, Hum.Parent, CurrentStand.RootPart.CFrame, HitType)
- return
- end
- end
- CreateSound(HitSound, Toucher, 3, math.random(95,113)/100, 0, false, false, "Hit SFX")
- if Humanoid.MaxHealth > 10000 then
- Humanoid.Parent:BreakJoints()
- end
- coroutine.resume(coroutine.create(function()
- CreateEffect(Toucher, Effect, EffectColor)
- end))
- if HitType == "Strong" then
- Humanoid.BreakJointsOnDeath = false
- end
- if Damage == "Instant Kill" then
- Humanoid.Parent:BreakJoints()
- CreatePopUpGui(Toucher, "Jump", tostring(Humanoid.MaxHealth), Color3.fromRGB(188, 0, 0))
- else
- Humanoid:TakeDamage(Damage)
- CreatePopUpGui(Toucher, "Jump", tostring(Damage), Color3.fromRGB(188, 0, 0))
- end
- HitEffect(Toucher, Humanoid.Parent, CurrentStand.RootPart.CFrame, HitType)
- else
- if Humanoid.Parent:FindFirstChild("CanDodge") then
- if Humanoid.Parent.CanDodge.Value == true then
- if Humanoid.Parent:FindFirstChild("GotHitButNot") then
- Humanoid.Parent.GotHitButNot:Destroy()
- end
- local Val = Instance.new("StringValue")
- Val.Name = "GotHitButNot"
- Val.Parent = Humanoid.Parent
- Val.Value = "Missed Hit"
- game:GetService("Debris"):AddItem(Val, 0.2)
- CreatePopUpGui(Toucher, "FadeOut", "Miss", Color3.fromRGB(199, 199, 199))
- return
- end
- end
- if Humanoid.Parent:FindFirstChild("ReturnStandDamage") then
- local Val = Instance.new("StringValue")
- Val.Name = "RTZActive"
- Val.Parent = Hum.Parent
- Val.Value = "Missed Hit"
- game:GetService("Debris"):AddItem(Val, 0.2)
- if Humanoid.Parent.ReturnStandDamage.Value == true then
- if Hum.MaxHealth > 10000 then
- Hum.Parent:BreakJoints()
- end
- coroutine.resume(coroutine.create(function()
- CreateEffect(Root, Effect, EffectColor)
- end))
- CreateSound(HitSound, Root, 3, math.random(95,113)/100, 0, false, false, "Hit SFX")
- if HitType == "Strong" then
- Hum.BreakJointsOnDeath = false
- end
- if Damage == "Instant Kill" then
- Hum.Parent:BreakJoints()
- CreatePopUpGui(Root, "Jump", tostring(Humanoid.MaxHealth), Color3.fromRGB(188, 0, 0))
- else
- Hum:TakeDamage(Damage)
- CreatePopUpGui(Root, "Jump", tostring(Damage), Color3.fromRGB(188, 0, 0))
- end
- HitEffect(Root, Hum.Parent, CurrentStand.RootPart.CFrame, HitType)
- return
- end
- end
- CreateSound(HitSound, Toucher, 3, math.random(95,113)/100, 0, false, false, "Hit SFX")
- ExplodeTarget = Humanoid.Parent
- coroutine.resume(coroutine.create(function()
- CreateEffect(Toucher, Effect, EffectColor)
- end))
- if HitType == "Strong" then
- Humanoid.BreakJointsOnDeath = false
- end
- Humanoid:TakeDamage(50)
- CreatePopUpGui(Toucher, "Jump", tostring(50), Color3.fromRGB(188, 0, 0))
- HitEffect(Toucher, Humanoid.Parent, CurrentStand.RootPart.CFrame, "Punch")
- end
- end
- end)
- game:GetService("Debris"):AddItem(HB, DebrisTime)
- return HB
- end
- function Stand()
- Move = true
- if CurrentStand == nil then
- CurrentStand = OriginalStand:Clone()
- CreateSound(2652080817, Head, 5, 1, 0, false, false, "Stand Call")
- for Index,Child in next, CurrentStand:GetDescendants() do
- if Child:IsA("BasePart") or Child:IsA("Decal") then
- Child.Transparency = 1
- end
- end
- CurrentStand:SetPrimaryPartCFrame(Root.CFrame)
- CurrentStand.Parent = Head
- for Index,Child in next, CurrentStand:GetDescendants() do
- if (Child:IsA("BasePart") or Child:IsA("Decal")) and Child.Name ~= "RootPart" and Child.Name ~= "FacePart" and Child.Parent ~= CurrentStand then
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, 25 do
- game:GetService("RunService").RenderStepped:Wait()
- Part.Transparency = Part.Transparency - 0.04
- end
- Part.Transparency = 0
- end), Child)
- end
- end
- CreateSound(3426347398, CurrentStand.PrimaryPart, 4.7, math.random(97,103)/100, 0, false, false, "Stand Appear")
- for i = 0,1,0.02 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(-2, 1.3, 2.5), i)
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.new(0, 0, 0.8*math.sin(Sine/75))*CFrame.Angles(math.rad(-6.016), 0, math.rad(-21.028)), 0.23)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(-0.004, 0.04, 0.002) * CFrame.Angles(math.rad(-5.329), math.rad(8.938), math.rad(5.042)), 0.23)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.04, 0.074, -0.058) * CFrame.Angles(math.rad(-8.193), math.rad(-11.918), math.rad(-5.042)), 0.23)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(-0.01, 0.099, 0.004) * CFrame.Angles(math.rad(101.414), math.rad(-20.626), math.rad(-29.794)), 0.23)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(-0.008, 0.218, -0.083) * CFrame.Angles(math.rad(49.045), math.rad(11.058), math.rad(8.193)), 0.23)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.Angles(math.rad(5.787), math.rad(2.464), math.rad(16.845)), 1)
- end
- else
- for Index,Child in next, CurrentStand:GetDescendants() do
- if Child:IsA("BasePart") or Child:IsA("Decal") then
- coroutine.resume(coroutine.create(function(Part)
- for i = 1, 20 do
- game:GetService("RunService").RenderStepped:Wait()
- Part.Transparency = Part.Transparency + 0.05
- end
- Part.Transparency = 1
- end), Child)
- end
- end
- for i = 0,1,0.02 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame, i)
- end
- wait(0.01)
- CurrentStand:Destroy()
- CurrentStand = nil
- end
- Move = false
- end
- function Barrage(Times, NeutralStop, BarrageSFX, External)
- if CurrentStand == nil then
- return
- end
- Move = true
- local WalkSpeed = Hum.WalkSpeed
- Hum.WalkSpeed = 10
- local Done = false
- local Repeat = Times
- local BarrageSound = CreateSound(BarrageSFX, CurrentStand.Head, 4.25, 1, 0.275, not NeutralStop, not NeutralStop, "Barrage Shout")
- BarrageSound.Ended:Connect(function()
- if NeutralStop == true then
- Done = true
- end
- end)
- if NeutralStop == false and External == true then
- coroutine.resume(coroutine.create(function()
- while BarrageSound do
- game:GetService("RunService").RenderStepped:Wait()
- if BarrageSound.TimePosition > 4.25 then
- BarrageSound:Pause()
- BarrageSound.TimePosition = 2.1
- BarrageSound:Resume()
- end
- end
- end))
- end
- local AttachmentLeft1 = Instance.new("Attachment")
- AttachmentLeft1.Parent = CurrentStand["Left Arm"]
- AttachmentLeft1.Position = Vector3.new(0,-2.5,0)
- local AttachmentLeft2 = Instance.new("Attachment")
- AttachmentLeft2.Parent = CurrentStand["Left Arm"]
- AttachmentLeft2.Position = Vector3.new(0,2.5,0)
- local AttachmentRight1 = Instance.new("Attachment")
- AttachmentRight1.Parent = CurrentStand["Right Arm"]
- AttachmentRight1.Position = Vector3.new(0,-2.5,0)
- local AttachmentRight2 = Instance.new("Attachment")
- AttachmentRight2.Parent = CurrentStand["Right Arm"]
- AttachmentRight2.Position = Vector3.new(0,2.5,0)
- local TrailLeft = Instance.new("Trail")
- TrailLeft.Parent = CurrentStand["Left Arm"]
- TrailLeft.Lifetime = 0.05
- TrailLeft.LightEmission = 0.8
- TrailLeft.Transparency = NumberSequence.new(0.7)
- TrailLeft.Attachment0 = AttachmentLeft1
- TrailLeft.Attachment1 = AttachmentLeft2
- local TrailRight = Instance.new("Trail")
- TrailRight.Parent = CurrentStand["Right Arm"]
- TrailRight.Lifetime = 0.05
- TrailRight.LightEmission = 0.8
- TrailRight.Transparency = NumberSequence.new(0.7)
- TrailRight.Attachment0 = AttachmentRight1
- TrailRight.Attachment1 = AttachmentRight2
- repeat
- game:GetService("RunService").RenderStepped:Wait()
- Repeat = Repeat - 1
- CreateHitBox(CurrentStand.PrimaryPart.CFrame * CFrame.new(0, 0, -2.35), math.random(4,9), Vector3.new(4.2,3.4,4), 0.35, true, "Ball", 2974875851, "Barrage", Color3.fromRGB(255, 255, 255))
- for i = 0,1,0.225*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(28.018), math.rad(-4.526), math.rad(-8.48)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.056, -0.008, 0.011) * CFrame.Angles(math.rad(3.667), math.rad(6.646), math.rad(13.923)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.952, 0.496, -0.141) * CFrame.Angles(math.rad(-5.73), math.rad(6.933), math.rad(-12.261)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(-1.587, 0.561, -0.296) * CFrame.Angles(math.rad(-19.996), math.rad(-32.143), math.rad(-108.862)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(-1.515, -0.375, 0.297) * CFrame.Angles(math.rad(-4.412), math.rad(5.214), math.rad(108.518)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-23.377), math.rad(0.745), math.rad(8.308)), i)
- end
- CreateEffect(CurrentStand["Left Arm"], "BarrageArm", CurrentStand["Left Arm"].Color)
- CreateHitBox(CurrentStand.PrimaryPart.CFrame * CFrame.new(0, 0, -2.35), math.random(4,9), Vector3.new(4.2,3.4,4), 0.35, true, "Ball", 2974875851, "Barrage", Color3.fromRGB(255, 255, 255))
- for i = 0,1,0.225*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(27.846), math.rad(5.73), math.rad(10.714)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(-0.057, 0.038, -0.01) * CFrame.Angles(math.rad(-2.693), math.rad(-5.157), math.rad(15.069)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.927, 0.471, 0.061) * CFrame.Angles(math.rad(1.318), math.rad(-4.813), math.rad(-12.892)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(1.596, -0.316, 0.111) * CFrame.Angles(math.rad(-1.776), math.rad(-3.037), math.rad(-103.075)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(1.659, 0.498, -0.516) * CFrame.Angles(math.rad(-19.079), math.rad(38.961), math.rad(106.284)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(-0.117, 0.022, -0.012) * CFrame.Angles(math.rad(-23.377), math.rad(-0.917), math.rad(-10.084)), i)
- end
- CreateEffect(CurrentStand["Right Arm"], "BarrageArm", CurrentStand["Right Arm"].Color)
- until Repeat < 0 or Repeat == 0 or BarrageDown == false or Done == true
- BarrageSound:Destroy()
- Hum.WalkSpeed = WalkSpeed
- AttachmentLeft1:Destroy()
- AttachmentLeft2:Destroy()
- AttachmentRight1:Destroy()
- AttachmentRight2:Destroy()
- TrailLeft:Destroy()
- TrailRight:Destroy()
- if PunchAfterBarrage == false then
- for i = 0,1,0.3 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(-2, 1.3, 3), 0.3)
- end
- Move = false
- else
- StrongPunch()
- PunchAfterBarrage = false
- end
- end
- function Punch()
- if CurrentStand == nil then
- return
- end
- Move = true
- NormalPunch = true
- local WalkSpeed = Hum.WalkSpeed
- Hum.WalkSpeed = 9
- for i = 0,1,0.165*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(35.008), math.rad(0.172), math.rad(-1.547)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.055, -0.008, -0.009) * CFrame.Angles(math.rad(2.75), math.rad(5.386), math.rad(14.037)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.977, 0.511, -0.028) * CFrame.Angles(math.rad(-3.037), math.rad(3.151), math.rad(-12.662)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.435, -0.129, 0.287) * CFrame.Angles(math.rad(156.188), math.rad(60.103), math.rad(129.145)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.137, 0.072, 0.013) * CFrame.Angles(math.rad(-2.005), math.rad(61.249), math.rad(81.074)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-23.377), math.rad(0.573), math.rad(7.678)), i)
- end
- CreateSound(138097048, CurrentStand.PrimaryPart, 6.5, math.random(97,108)/100, 0, false, false, "Woosh")
- coroutine.resume(coroutine.create(function()
- wait(0.06)
- CreateHitBox(CurrentStand.PrimaryPart.CFrame * CFrame.new(0, 0, -2.35), math.random(35,50), Vector3.new(4.2,3.4,4), 0.35, true, "Ball", 2974875851, "Punch", Color3.fromRGB(255, 255, 255))
- end))
- for i = 0,1,0.1*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(33.289), math.rad(-11.631), math.rad(-18.908)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.056, -0.008, 0.011) * CFrame.Angles(math.rad(11.918), math.rad(17.704), math.rad(12.089)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.971, 0.512, -0.238) * CFrame.Angles(math.rad(-10.6), math.rad(13.522), math.rad(-11.173)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(-0.351, 0.091, -0.295) * CFrame.Angles(math.rad(-15.47), math.rad(-34.779), math.rad(-105.482)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.145, 0.078, 0.013) * CFrame.Angles(math.rad(-30.309), math.rad(-14.897), math.rad(5.157)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-24.465), math.rad(4.183), math.rad(25.783)), i)
- end
- for i = 0,1,0.2*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(35.008), math.rad(0.172), math.rad(-1.547)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.055, -0.008, -0.009) * CFrame.Angles(math.rad(2.75), math.rad(5.386), math.rad(14.037)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.977, 0.511, -0.028) * CFrame.Angles(math.rad(-3.037), math.rad(3.151), math.rad(-12.662)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.435, -0.129, 0.287) * CFrame.Angles(math.rad(156.188), math.rad(60.103), math.rad(129.145)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.137, 0.072, 0.013) * CFrame.Angles(math.rad(-2.005), math.rad(61.249), math.rad(81.074)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-23.377), math.rad(0.573), math.rad(7.678)), i)
- end
- NormalPunch = false
- Hum.WalkSpeed = WalkSpeed
- for i = 0,1,0.3 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(-2, 1.3, 3), 0.3)
- end
- Move = false
- end
- function StrongPunch()
- if CurrentStand == nil then
- return
- end
- Move = true
- StrongPunching = true
- local WalkSpeed = Hum.WalkSpeed
- Hum.WalkSpeed = 7
- CreateSound(2500596035, CurrentStand.Head, 6.5, math.random(97,105)/100, 0.01, false, false, "Strong Shout")
- for i = 0,1,0.15*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(35.008), math.rad(0.172), math.rad(-1.547)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.055, -0.008, -0.009) * CFrame.Angles(math.rad(2.75), math.rad(5.386), math.rad(14.037)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.977, 0.511, -0.028) * CFrame.Angles(math.rad(-3.037), math.rad(3.151), math.rad(-12.662)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.571, -0.22, 0.493) * CFrame.Angles(math.rad(152.922), math.rad(46.238), math.rad(119.462)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.306, 0.057, 0.008) * CFrame.Angles(math.rad(2.807), math.rad(66.349), math.rad(84.74)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-23.377), math.rad(0.573), math.rad(7.678)), i)
- end
- coroutine.resume(coroutine.create(function()
- wait(0.06)
- CreateHitBox(CurrentStand.PrimaryPart.CFrame * CFrame.new(0, 0, -2.35), "Instant Kill", Vector3.new(4.2,3.4,4), 0.35, true, "Slice", 2319521125, "Strong", Color3.fromRGB(255, 255, 255))
- end))
- for i = 0,1,0.029*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(33.289), math.rad(-11.631), math.rad(-18.908)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.056, -0.008, 0.011) * CFrame.Angles(math.rad(11.918), math.rad(17.704), math.rad(12.089)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.971, 0.512, -0.238) * CFrame.Angles(math.rad(-10.6), math.rad(13.522), math.rad(-11.173)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(-0.615, 0.279, -0.164) * CFrame.Angles(math.rad(-9.683), math.rad(-21.772), math.rad(-98.721)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.145, 0.078, 0.013) * CFrame.Angles(math.rad(-30.309), math.rad(-14.897), math.rad(5.157)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-24.465), math.rad(4.183), math.rad(25.783)), i)
- end
- for i = 0,1,0.2*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(35.008), math.rad(0.172), math.rad(-1.547)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(0.055, -0.008, -0.009) * CFrame.Angles(math.rad(2.75), math.rad(5.386), math.rad(14.037)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.977, 0.511, -0.028) * CFrame.Angles(math.rad(-3.037), math.rad(3.151), math.rad(-12.662)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.571, -0.22, 0.493) * CFrame.Angles(math.rad(152.922), math.rad(46.238), math.rad(119.462)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.306, 0.057, 0.008) * CFrame.Angles(math.rad(2.807), math.rad(66.349), math.rad(84.74)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.new(0.049, 0.007, -0.004) * CFrame.Angles(math.rad(-23.377), math.rad(0.573), math.rad(7.678)), i)
- end
- StrongPunching = false
- Hum.WalkSpeed = WalkSpeed
- for i = 0,1,0.3 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(-2, 1.3, 3), 0.3)
- end
- Move = false
- end
- function SpawnSHA()
- local SHA = OriginalSHA:Clone()
- SHA.Name = Player.Name.."'s SHA"
- SHA.Stats.Ignore.Value = Character
- SHA.CFrame = Root.CFrame
- SHA.Parent = workspace
- SHA.Controller.Disabled = false
- CreateSound(610470183, SHA, 10, 1, 0, false, false, "SHA Voiceline")
- end
- function TouchConnector(Object)
- if CurrentTouchConnection ~= nil then
- CurrentTouchConnection:Disconnect()
- if TouchedPart ~= nil then
- local Script = OriginalTouchScript:Clone()
- Script["RemoveIt"].Value = true
- Script.Object.Value = TouchedPart
- Script.Parent = Player:FindFirstChildOfClass("PlayerGui")
- Script.Disabled = false
- game:GetService("Debris"):AddItem(Script, 0.25)
- end
- TouchedPart = nil
- end
- local Script = OriginalTouchScript:Clone()
- Script["RemoveIt"].Value = false
- Script.Object.Value = Object
- Script.Parent = Player:FindFirstChildOfClass("PlayerGui")
- Script.Disabled = false
- game:GetService("Debris"):AddItem(Script, 0.25)
- TouchedPart = Object
- local DidTouched = false
- CurrentTouchConnection = Object.Touched:Connect(function(Toucher)
- if IsAHumanoid(Toucher) and IsAHumanoid(Toucher) ~= Character and Toucher ~= Object.Parent and DidTouched == false then
- if workspace:FindFirstChild("IsTimeStopped") then
- if workspace.IsTimeStopped.Value ~= Player.Name then
- return
- end
- end
- DidTouched = true
- CreateSound(2652080817, Head, 5, 1, 0, false, false, "Killer Queen")
- Explode(IsAHumanoid(Toucher))
- local Script = OriginalTouchScript:Clone()
- Script["RemoveIt"].Value = true
- Script.Object.Value = Object
- Script.Parent = Player:FindFirstChildOfClass("PlayerGui")
- Script.Disabled = false
- game:GetService("Debris"):AddItem(Script, 0.25)
- CurrentTouchConnection:Disconnect()
- TouchedPart = nil
- CurrentTouchConnection = nil
- end
- end)
- Object:GetPropertyChangedSignal("Parent"):Connect(function()
- if Object == nil or Object.Parent == nil then
- CurrentTouchConnection:Disconnect()
- TouchedPart = nil
- CurrentTouchConnection = nil
- end
- end)
- end
- function Touching()
- if CurrentStand == nil then
- return
- end
- Move = true
- StrongPunching = true
- local Touched = false
- local Hitbox = Instance.new("Part")
- Hitbox.Size = Vector3.new(2.25, 2.25, 2.25)
- Hitbox.Transparency = 1
- Hitbox.CFrame = Root.CFrame * CFrame.new(1, 0.75, -5.25)
- Hitbox.Name = StandName.."'s HitBox"
- Hitbox.Massless = true
- Hitbox.CanCollide = false
- Hitbox.Anchored = false
- Hitbox.Parent = CurrentStand
- local AnchoredV1 = Instance.new("BodyVelocity")
- AnchoredV1.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- AnchoredV1.Parent = Hitbox
- AnchoredV1.P = 3e9
- AnchoredV1.Velocity = Vector3.new(Hitbox.CFrame)
- local AnchoredV2 = Instance.new("BodyPosition")
- AnchoredV2.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- AnchoredV2.Parent = Hitbox
- AnchoredV2.Position = Vector3.new(Hitbox.CFrame)
- AnchoredV2.P = 3e9
- AnchoredV2.D = 3e9
- game:GetService("Debris"):AddItem(Hitbox, 0.5)
- local TempTouchConnection = Hitbox.Touched:Connect(function(Toucher)
- if not Toucher:IsDescendantOf(Character) and not Toucher:IsA("Terrain") and Touched == false then
- Touched = true
- TouchConnector(Toucher)
- end
- end)
- for i = 0,1,0.03925*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- if Hitbox ~= nil then
- Hitbox.CFrame = Root.CFrame * CFrame.new(1, 0.75, -5.25)
- end
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(0, 0, math.rad(59.989)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.Angles(math.rad(-4.756), 0, math.rad(8.537)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.Angles(math.rad(-6.933), math.rad(-0.115), math.rad(-1.719)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.Angles(math.rad(-8.824), math.rad(4.584), math.rad(5.844)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.368, -0.47, 0.458) * CFrame.Angles(math.rad(-90.126), math.rad(-7.105), math.rad(28.82)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.Angles(0, 0, math.rad(-34.95)), i)
- end
- coroutine.resume(coroutine.create(function()
- wait(1)
- TempTouchConnection:Disconnect()
- end))
- StrongPunching = false
- Move = false
- end
- function StandJump()
- if CurrentStand == nil then
- return
- end
- if Hum.FloorMaterial == nil or Hum.FloorMaterial == "" or Hum.FloorMaterial == Enum.Material.Air then
- return
- end
- for i = 1, 3 do
- local EffectPart = Instance.new("Part")
- EffectPart.Anchored = true
- EffectPart.Transparency = 1
- EffectPart.Size = Vector3.new(1,1,1)
- EffectPart.CFrame = RLeg.CFrame
- EffectPart.Parent = Character
- game:GetService("Debris"):AddItem(EffectPart, 1.5)
- CreateEffect(EffectPart, "Slice", Color3.fromRGB(127, 127, 127))
- end
- local Bod = Instance.new("BodyPosition",Root)
- Bod.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
- Bod.Position = Root.CFrame * CFrame.new(0,80,-80).p
- wait(0.1)
- Bod:Destroy()
- end
- function Explode(Target)
- local CurrentTarget = Target
- ExplodeTarget = nil
- if CurrentStand == nil then
- Stand()
- end
- Move = true
- for i = 0,1,0.06*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(-6.016), 0, math.rad(-21.028)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(-0.004, 0.04, 0.002) * CFrame.Angles(math.rad(-5.329), math.rad(8.938), math.rad(5.042)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.04, 0.074, -0.058) * CFrame.Angles(math.rad(-8.193), math.rad(-11.918), math.rad(-5.042)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.002, -0.02, -0.001) * CFrame.Angles(math.rad(-8.365), math.rad(-1.203), math.rad(3.151)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.892, 0.5, 0.128) * CFrame.Angles(math.rad(96.429), math.rad(3.438), math.rad(37.586)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.Angles(math.rad(5.844), math.rad(2.406), math.rad(-1.203)), i)
- end
- CreateSound(920181099, CurrentStand.Head, 8.5, 1, 0, false, false, "KQ Click")
- spawn(function()
- wait(0.45)
- coroutine.resume(coroutine.create(function()
- for Index, Child in next, CurrentTarget:GetChildren() do
- if Child:IsA("BasePart") then
- coroutine.wrap(function()
- local Repeats = 0
- local X = Child.Size.X
- local Y = Child.Size.Y
- local Z = Child.Size.Z
- repeat
- game:GetService("RunService").Heartbeat:Wait()
- Repeats = Repeats + 1
- Child.Size = Vector3.new(X+(math.random(-5,5)/10), Y+(math.random(-5,5)/10), Z+(math.random(-5,5)/10))
- until Repeats > 30 or Child == nil
- end)()
- end
- end
- wait(0.825)
- CurrentTarget:BreakJoints()
- end))
- CreateSound(2686077452, CurrentTarget.Head, 10, 1, 0, false, false, "SHA Explode")
- coroutine.resume(coroutine.create(function()
- wait(1)
- local Exp = Instance.new("Explosion")
- Exp.BlastPressure = 150
- Exp.BlastRadius = 0
- Exp.ExplosionType = Enum.ExplosionType.NoCraters
- Exp.Position = CurrentTarget.Head.Position
- Exp.Parent = CurrentTarget.Head
- game:GetService("Debris"):AddItem(Exp, 3)
- end))
- end)
- for i = 0,1,0.0525*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.Angles(math.rad(-6.016), 0, math.rad(-21.028)), i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(-0.004, 0.04, 0.002) * CFrame.Angles(math.rad(-5.329), math.rad(8.938), math.rad(5.042)), i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.04, 0.074, -0.058) * CFrame.Angles(math.rad(-8.193), math.rad(-11.918), math.rad(-5.042)), i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(0.002, -0.02, -0.001) * CFrame.Angles(math.rad(-8.365), math.rad(-1.203), math.rad(3.151)), i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(0.895, 0.433, -0.012) * CFrame.Angles(math.rad(74.485), math.rad(-9.626), math.rad(30.424)), i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.Angles(math.rad(14.324), math.rad(5.615), math.rad(-1.776)), i)
- end
- Move = false
- end
- function DodgeAnimation()
- if Character:FindFirstChild("GotHitButNot") then
- Character.GotHitButNot:Destroy()
- end
- local RandomDirection = math.random(1,2)
- if Hum.RigType ~= Enum.HumanoidRigType.R15 then
- if RandomDirection == 1 then
- for i = 0,1,0.15 do
- game:GetService("RunService").RenderStepped:Wait()
- RJ.C0 = RJ.C0:Lerp(AnimDefaults.tors*CFrame.new(-2.628, 1.074, 0) * CFrame.Angles(0, 0, math.rad(48)), 0.25)
- end
- for i = 0,1,0.25 do
- game:GetService("RunService").RenderStepped:Wait()
- RJ.C0 = RJ.C0:Lerp(AnimDefaults.tors, 0.33)
- end
- else
- for i = 0,1,0.15 do
- game:GetService("RunService").RenderStepped:Wait()
- RJ.C0 = RJ.C0:Lerp(AnimDefaults.tors*CFrame.new(3.574, 1.32, 0) * CFrame.Angles(0, 0, math.rad(-48)), 0.25)
- end
- for i = 0,1,0.25 do
- game:GetService("RunService").RenderStepped:Wait()
- RJ.C0 = RJ.C0:Lerp(AnimDefaults.tors, 0.33)
- end
- end
- end
- end
- function AttackTemplate()
- if CurrentStand == nil then
- return
- end
- Move = true
- for i = 0,1,0.165*AttackSpeed/0.75 do
- game:GetService("RunService").RenderStepped:Wait()
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*0, i)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*0, i)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*0, i)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*0, i)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*0, i)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*0, i)
- end
- Move = false
- end
- Mouse.Button1Down:Connect(function()
- if workspace:FindFirstChild("IsTimeStopped") then
- if workspace.IsTimeStopped.Value ~= Player.Name then
- return
- end
- end
- if Move == false then
- Punch()
- end
- end)
- Mouse.KeyDown:Connect(function(Key)
- if workspace:FindFirstChild("IsTimeStopped") then
- if workspace.IsTimeStopped.Value ~= Player.Name then
- return
- end
- end
- if Key == "q" and Move == false then
- Stand()
- end
- if Key == "e" and Move == false then
- BarrageDown = true
- Barrage(30, false, 3339464031, true)
- end
- if Key == "t" and Move == false then
- if workspace:FindFirstChild(Player.Name.."'s SHA") then
- local SHA = workspace[Player.Name.."'s SHA"]
- if SHA:FindFirstChild("IsExploding") == nil then
- local ExplosionPart = Instance.new("Part")
- ExplosionPart.Size = Vector3.new(1, 1, 1)
- ExplosionPart.CFrame = SHA.CFrame
- ExplosionPart.Transparency = 1
- ExplosionPart.Anchored = true
- ExplosionPart.Parent = workspace
- local Exp = Instance.new("Explosion")
- Exp.BlastPressure = 150
- Exp.BlastRadius = 0
- Exp.ExplosionType = Enum.ExplosionType.NoCraters
- Exp.Position = SHA.Position
- Exp.Parent = ExplosionPart
- CreateSound(2686077452, ExplosionPart, 10, 1, 0.9725, false, false, "SHA Explode")
- game:GetService("Debris"):AddItem(ExplosionPart, 3)
- SHA:Destroy()
- end
- else
- SpawnSHA()
- end
- end
- if Key == "g" then
- end
- if Key == "f" and Move == false then
- Touching()
- end
- if Key == "r" and Move == false then
- if ExplodeTarget ~= nil then
- Explode(ExplodeTarget)
- else
- StrongPunch()
- end
- end
- if Key == "z" and Move == false then
- StandJump()
- end
- end)
- Mouse.KeyUp:Connect(function(Key)
- if Key == "e" then
- BarrageDown = false
- end
- end)
- function DeSpawn()
- coroutine.resume(coroutine.create(function()
- while script.Parent ~= nil do
- game:GetService("RunService").RenderStepped:Wait()
- Move = true
- BarrageDown = false
- end
- end))
- if MoveList ~= nil then
- MoveList:Destroy()
- end
- if CurrentStand ~= nil then
- pcall(Stand)
- end
- wait(0.1)
- script:Destroy()
- end
- Hum.Died:Connect(function()
- DeSpawn()
- end)
- Character.Changed:Connect(function(Parent)
- if not Character:IsDescendantOf(workspace) then
- DeSpawn()
- end
- end)
- Player.CharacterAdded:Connect(function()
- DeSpawn()
- end)
- game:GetService("RunService").RenderStepped:Connect(function()
- Sine = Sine + 1
- Hum.PlatformStand = false
- if Hum.Health ~= Hum.MaxHealth then
- Hum.Health = Hum.Health + 0.1
- end
- if Move == true and CurrentStand ~= nil then
- if (BarrageDown == true or StrongPunching == true or NormalPunch == true) and PunchAfterBarrage == false then
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(0, 0.5, -3.75), 0.23)
- end
- end
- if Move == false then
- if Anim == "Idle" then
- if CurrentStand ~= nil then
- CurrentStand.PrimaryPart.CFrame = CurrentStand.PrimaryPart.CFrame:Lerp(Root.CFrame * CFrame.new(-2, 1.3, 2.5), 0.2)
- CurrentStand.RootPart["Root Joint"].C0 = CurrentStand.RootPart["Root Joint"].C0:Lerp(AnimDefaults.tors0*CFrame.new(0, 0, 0.8*math.sin(Sine/75))*CFrame.Angles(math.rad(-6.016), 0, math.rad(-21.028)), 0.23)
- CurrentStand.StandTorso["Left Hip"].C0 = CurrentStand.StandTorso["Left Hip"].C0:Lerp(AnimDefaults.lleg*CFrame.new(-0.004, 0.04, 0.002) * CFrame.Angles(math.rad(-5.329), math.rad(8.938), math.rad(5.042)), 0.23)
- CurrentStand.StandTorso["Right Hip"].C0 = CurrentStand.StandTorso["Right Hip"].C0:Lerp(AnimDefaults.rleg*CFrame.new(0.04, 0.074, -0.058) * CFrame.Angles(math.rad(-8.193), math.rad(-11.918), math.rad(-5.042)), 0.23)
- CurrentStand.StandTorso["Left Shoulder"].C0 = CurrentStand.StandTorso["Left Shoulder"].C0:Lerp(AnimDefaults.larm*CFrame.new(-0.01, 0.099, 0.004) * CFrame.Angles(math.rad(101.414), math.rad(-20.626), math.rad(-29.794)), 0.23)
- CurrentStand.StandTorso["Right Shoulder"].C0 = CurrentStand.StandTorso["Right Shoulder"].C0:Lerp(AnimDefaults.rarm*CFrame.new(-0.008, 0.218, -0.083) * CFrame.Angles(math.rad(49.045), math.rad(11.058), math.rad(8.193)), 0.23)
- CurrentStand.StandTorso.Neck.C0 = CurrentStand.StandTorso.Neck.C0:Lerp(AnimDefaults.head*CFrame.Angles(math.rad(5.787), math.rad(2.464), math.rad(16.845)), 1)
- end
- end
- end
- if Character:FindFirstChild("GotHitButNot") then
- Character.GotHitButNot:Destroy()
- DodgeAnimation()
- end
- if Character:FindFirstChild("StandValue") == nil then
- local StandValue = Instance.new("StringValue")
- StandValue.Name = "StandValue"
- StandValue.Value = StandName
- StandValue.Parent = Character
- end
- end)
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